Improvements:
- Improved turret effects and animations.
Fixes:
- Fixed an issue where Corpsebroods no longer entered vents properly.
Thank you for your support!
This is Director Ekoda, representative of the "Alaska Ohdanbu."
This is our first development report in a while.
We successfully released the second part, "Blue Octave," in August of this year, and received a wealth of feedback from our players. In response to that enthusiastic feedback, we've implemented a total of 15 updates over the past three months. As a result, we feel the quality of the game has improved even further since August.
With this realization in mind, we intend to push forward with production on the third and final installment of the series.
We apologize for keeping everyone who has been looking forward to its completion waiting even longer, but we ask that you please wait for further updates for a little while longer.
We plan to provide development reports in November and December to update you on the development status of Part 3.
We will continue to work hard on updates for the official release.
If you have any requests regarding the game, please contact us.
Reviews/Discussions, please send us your requests!

Hello, The Classrooms players! We are excited to launch the beta of Non-Linear, a completely new way to experience the game. Unlike the linear story mode with predetermined routes and entities, Non-Linear Mode is built for endless replayability and unpredictable level transitions. This beta is a solo preview of the mode we plan to expand into multiplayer. Imagine jumping in with friends after school or work for a fresh game, where everything is random and not limited to any order!
Start in the ARC Lab, your safe central hub. There are plans for players to frequently come back here in the future for upgrades.

Levels connect in countless different ways. No set path exists after you initially drop from the hole in The Classrooms.

EntitiesThey spawn randomly per level. The deeper you go, the more dangerous it becomes. Multiples of any entity can also spawn, so don't be surprised to encounter REAL armies of dolls. Difficulty stops increasing after reaching 100 floors.

Choose between 1 Life mode, where your save resets on death, or Infinite Lives mode, where you always respawn upon death and can freely continue playing.
Find them to unlock matching doors, with special loot and other surprises inside. More progression systems from story mode are coming later in development.

Discover the Vending Machine and Gumball Machine, which will appear behind locked doors. You can buy unlimited items or anomalous gumballs for temporary buffs!


Prepare to find yourself surrounded by darkness or engulfed in a flood, as any level can generate with a unique modifier! They become more common the deeper you go.

Use the Elevator to return to the ARC Lab, or give it an Elevator Pass (keycard) to head to a level of your choice.

Non-Linear Mode is in active development with big updates ahead, including the full integration of multiplayer. This beta lets you explore the foundation in single-player while we progress toward implementing co-op. Jump in and tell us what you think in our Discord, as your feedback will shape multiplayer!
WARNING: Non-Linear mode doesn't save when you Eject unless you are in the Arc Lab. But it does save every time you change levels.





















Hello everyone! This month we have continued working on terrain mesh generation and water simulation for the client side. Work on the corvette continues.
We have spent the better part of this month working on terrain mesh generation. The terrain is generated from real world data using a spherical earth model. The spherical earth means that we sadly can’t use Unity’s built in terrain system, which is based on flat heightmaps, so we have created our own terrain system. The water system has similar requirements, where the water function has to be deterministic and continuous across a spherical surface.
The functional parts of the wheelhouse are now completed, and we are now making equipment for the radio room.
The terrain generation system is more or less complete, so now we are working on the ocean function. When this is completed, we should be able to seamlessly stream the world. At that point most of the work will be to tie systems together, to fix bugs and to update UI and menus to fit with all of the new things we have built.
Added folders for custom songs for better organisation
Next to the create level button, there is a create folder button
Folders are visible at the top of the song select list
The art and name of the folder are configurable on the little chip
To move existing songs between folders:
Click the edit button in the bottom left corner
Select the songs you want to move
Click on "Move Selected"
Select folder to move selected songs to
Click move
Slowed default Expert and Extreme scroll speeds
Increased scroll speed slider range
Lowered audio preview volume
Larger note miss penalty + smaller note hit reward
Fixed a load of bugs
Still working on workshop support...
The host player can now enable the following settings in the lobby:
Choose the number of quests assigned to each player.
Double the number of weapons appearing at spawn.
Define the minimum and maximum number of Beasts at the start of a match.
Ghosts can now hear nearby players who are still alive, but cannot talk to them (unless the “Talk with the Dead” bonus is active).
Ghosts can now pass through the barriers of the cemetery and the camp.
Fixed a visibility issue: ghosts are now visible to all players after a short delay.
Fixed a bug preventing ghosts from attacking with the torch.
Fixed a bug where a Beast transformed into a ghost could turn back into a Beast.
Fixed an issue where a Beast reverting to a knight did not recover their torch.
Adjusted the Basilisk skin: the model is now fully covered after transformation.
The final quest can no longer be completed multiple times.
The quest waypoint now displays correctly.
Added an indication of the transformation key on the Beast’s head in the weapon stack
(displayed in the secondary weapon slot when transformed).
The icons of living players are now removed after death.
Spell cooldown increased from 20 to 60 seconds.
Wolf dash damage reduced from 100 to 50.
Added a cooldown timer display for spells.
Removed the fog sound, as it alerted players too easily and gave the Banshee less chance to attack.
The fog is now silent and more discreet, enhancing the game’s atmosphere.
Project D5 is a game very early in development, and we want you to help us put it through its paces. From now until the 31st October, log on during our playtest hours and take this opportunity to feed back on our unannounced title.
Today is the final playtest session - we'd love to see you online and in D5!
Join us on [url]Discord[/url] to get more info on the happy hours.

Changed the time limit for each stage from 5 minutes to 8 minutes.
Adjusted mouse pointer sensitivity while hiding.
Added the ability to skip certain previously viewed events by pressing any key.
Fixed an issue where the “Exit” action while hiding did not respond immediately.
Adjusted some collision detection while climbing, improving interaction with the man.
Modified certain movable areas in the game.
Adjusted the display to make non-traversable areas easier to identify.
Other minor fixes and improvements.
We hope you continue to enjoy STill It Runs!
Added:
Dialog system
Inventory system
New models
New animations
The ability to pick up and use items
Existing mechanics have been improved and optimization work has been carried out.